This is one of ther other little guys, an ant worker.
http://www.rcraig-design.co.uk/images/modelantworker3.jpg

Im quite happy with the ones above, but this guy is annoying me.
http://img.photobucket.com/albums/v696/reeke/antheavyrender.jpg

As you can see, the head surface doesnt look natural, looks more like wood. So just a question to any organic texture artist out there, how do you try and keep your textures natural looking? I tried following a refrence image for him, but it didnt quite come out right ;D

DooFi

08-27-2006, 12:37 PM

I'd say the normal and spec maps are very important for stuff like that, since they give this "sliminess" to it. Your normalmap looks as if the major part consists of grain, probably you should try to make it stress the color map more. (Those rings for instance)
It also looks a tad overexposed in the first ingame shot and it has lost much color thanks to the lighting.

Btw, the red/green flag display reminds me of DoD :)

SylvanMist

08-27-2006, 03:22 PM

you can really see how the normal & spec maps make a simple texture stand out so much more, especially in that render of yours. Good job!

smurfbizkit2

08-27-2006, 06:47 PM

For future reference (doubt you want to go back and redo it now), the uvmap could be better laid out. The map has about 25% wasted space. You could cut this down by moving his antenna to the left of the leg texture area and stretching the rest vertically to fill the whole map. Not really a huge deal, though.

The texture itself seems well painted, looks nice. :)

Reeke

08-27-2006, 06:54 PM

thanks for the feedback.

About the uv, look at the top left corner carefully, its being used, just hard to see it as its a very dark red =P

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